Originally Posted by greywolf00
Yes, the short dev cycles is also a concern to me. Not at all surprised to see WL 2 pushed back, I honestly wasn't expecting it before early 2014. I was really glad when Obsidian was talking about 2014 from the beginning with Project Eternity. I really think what hurt SR:R was the combination of the dev cycle and budget + team size. The biggest expenses in running a business is wages and overhead. When they jumped from 8 people to 30 they massively increased their wage bill (1.2m / 8 lasts a hell of a lot longer than 1.2/30) and had to get a new office, and more hardware I'm sure. I'm not 100% sure, but I think the 8 person team was targeting an 18 month dev cycle, and the 30 man team managed a 12 mo. one. I think they failed to hit the proper balance in dev time and costs.

Yes, I also have to admit I have absolutely no idea what those 30 people were doing.

I mean, the engine is barebones and extremely non-interactive. The art assets are good - but I don't see how they'd require a massive team to pull off.

When you look at a game like Legend of Grimrock - with a small team of ~4 people or whatever, it's really odd to see 30 people on the Shadowrun team.

It doesn't exactly help that the engine is rather slow and inefficient to boot.

I didn't follow development - so maybe someone can explain what those 30 people were doing?

Obviously, they weren't coding a save system for a super simple data structure